105 lines
3.2 KiB
C
105 lines
3.2 KiB
C
/*
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This file is part of Warzone 2100.
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Copyright (C) 1999-2004 Eidos Interactive
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Copyright (C) 2005-2007 Warzone Resurrection Project
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Warzone 2100 is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Warzone 2100 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Warzone 2100; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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/** @file
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* Form droids and structures into clusters
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*/
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#ifndef __INCLUDED_SRC_CLUSTER_H__
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#define __INCLUDED_SRC_CLUSTER_H__
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#include "droiddef.h"
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#include "structuredef.h"
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// maximum number of clusters in a game
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#define CLUSTER_MAX UBYTE_MAX
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// distance between units for them to be in the same cluster
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//#define CLUSTER_DIST (TILE_UNITS*4)
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// cluster information flags
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#define CLUSTER_PLAYER_MASK 0x07
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#define CLUSTER_DROID 0x08
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#define CLUSTER_STRUCTURE 0x10
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// Indirect the cluster ID to an actual cluster number
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extern UBYTE aClusterMap[CLUSTER_MAX];
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// number of droids in a cluster
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extern UWORD aClusterUsage[CLUSTER_MAX];
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// whether a cluster can be seen by a player
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extern UBYTE aClusterVisibility[CLUSTER_MAX];
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// when a cluster was last attacked
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extern UDWORD aClusterAttacked[CLUSTER_MAX];
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// information about the cluster
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extern UBYTE aClusterInfo[CLUSTER_MAX];
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// initialise the cluster system
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extern void clustInitialise(void);
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// update routine for the cluster system
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extern void clusterUpdate(void);
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// tell the cluster system about a new droid
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extern void clustNewDroid(DROID *psDroid);
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// tell the cluster system about a new structure
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extern void clustNewStruct(STRUCTURE *psStruct);
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// update the cluster information for an object
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extern void clustUpdateObject(BASE_OBJECT * psObj);
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// update all objects from a list belonging to a specific cluster
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extern void clustUpdateCluster(BASE_OBJECT *psList, SDWORD cluster);
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// remove an object from the cluster system
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extern void clustRemoveObject(BASE_OBJECT *psObj);
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// display the current clusters
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extern void clustDisplay(void);
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// tell the cluster system that an objects visibility has changed
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extern void clustObjectSeen(BASE_OBJECT *psObj, BASE_OBJECT *psViewer);
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// tell the cluster system that an object has been attacked
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extern void clustObjectAttacked(BASE_OBJECT *psObj);
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// get the cluster ID for an object
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extern SDWORD clustGetClusterID(BASE_OBJECT *psObj);
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// get the actual cluster number from a cluster ID
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extern SDWORD clustGetClusterFromID(SDWORD clusterID);
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// find the center of a cluster
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extern void clustGetCenter(BASE_OBJECT *psObj, SDWORD *px, SDWORD *py);
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// initialise iterating a cluster
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extern void clustInitIterate(SDWORD clusterID);
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// iterate a cluster
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extern BASE_OBJECT *clustIterate(void);
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// reset the visibility for all clusters for a particular player
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extern void clustResetVisibility(SDWORD player);
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#endif // __INCLUDED_SRC_CLUSTER_H__
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